提交 4b0b147b 编写于 作者: D Don McCurdy

Examples: Use 'PrimaryIonDrive.glb' for bloom example.

上级 afe89065
<!DOCTYPE html>
<html lang="en">
<head>
<title>threejs webgl - materials - hdr environment mapping</title>
<title>three.js webgl - postprocessing - unreal bloom</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
color: #fff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
}
a {
color:#00ff78;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
display:block;
top: 0px; width: 100%;
padding: 5px;
}
#info p {
max-width: 600px;
margin-left: auto;
margin-right: auto;
padding: 0 2em;
margin-top: 2em;
}
.dg.ac {
z-index: 1 !important; /* FIX DAT.GUI */
a {
color: #2983ff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank" rel="noopener">Prashant Sharma</a> and <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
<div id="info">
<p>
This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them
with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom
is better in quality and performance.
</p>
Model: <a href="https://sketchfab.com/models/d3f50a66fee74c6588dd9bc92f7fe7b3" target="_blank" rel="noopener">Primary Ion Drive</a> by
<a href="https://sketchfab.com/indierocktopus" target="_blank" rel="noopener">indierocktopus</a>, CC Attribution.<br/>
<a href="https://blog.sketchfab.com/art-spotlight-primary-ion-drive/" target="_blank" rel="noopener">Art Spotlight</a> blog post.
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/RGBELoader.js"></script>
<script src="js/loaders/HDRCubeTextureLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/pmrem/PMREMGenerator.js"></script>
<script src="js/pmrem/PMREMCubeUVPacker.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/LuminosityHighPassShader.js"></script>
<script src="js/postprocessing/UnrealBloomPass.js"></script>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank" rel="noopener">Prashant Sharma</a> and <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them <br>
with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom <br>
is better in quality and performance.<br>
</div>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var scene, camera, controls, pointLight, stats;
var composer, renderer, mixer;
var container, stats;
var params = {
projection: 'normal',
background: false,
exposure: 0.9,
exposure: 1,
bloomStrength: 1.5,
bloomThreshold: 0.85,
bloomRadius: 0.4
bloomThreshold: 0,
bloomRadius: 0
};
var camera, scene, renderer, controls, objects = [];
var effectFXAA, bloomPass, renderScene;
var hdrCubeMap;
var composer;
var standardMaterial;
var hdrCubeRenderTarget;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0.0, 35, 35 * 3.5 );
var clock = new THREE.Clock();
var container = document.getElementById( 'container' );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x111111 );
stats = new Stats();
container.appendChild( stats.dom );
renderer = new THREE.WebGLRenderer();
renderer.toneMapping = THREE.LinearToneMapping;
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ReinhardToneMapping;
container.appendChild( renderer.domElement );
standardMaterial = new THREE.MeshStandardMaterial( {
map: null,
color: 0xffffff,
metalness: 1.0
} );
scene = new THREE.Scene();
var geometry = new THREE.TorusKnotBufferGeometry( 18, 8, 150, 20 );
var torusMesh1 = new THREE.Mesh( geometry, standardMaterial );
torusMesh1.position.x = 0.0;
torusMesh1.castShadow = true;
torusMesh1.receiveShadow = true;
scene.add( torusMesh1 );
objects.push( torusMesh1 );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( - 5, 2.5, -3.5 );
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
var textureLoader = new THREE.TextureLoader();
textureLoader.load( './textures/roughness_map.jpg', function ( map ) {
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 0.1;
controls.maxDistance = 20;
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set( 9, 2 );
standardMaterial.roughnessMap = map;
standardMaterial.bumpMap = map;
standardMaterial.needsUpdate = true;
scene.add( new THREE.AmbientLight( 0x404040 ) );
} );
pointLight = new THREE.PointLight( 0xffffff, 1 );
pointLight.position.copy( camera.position );
scene.add( pointLight );
var genCubeUrls = function ( prefix, postfix ) {
var renderScene = new THREE.RenderPass( scene, camera );
return [
prefix + 'px' + postfix, prefix + 'nx' + postfix,
prefix + 'py' + postfix, prefix + 'ny' + postfix,
prefix + 'pz' + postfix, prefix + 'nz' + postfix
];
var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); //1.0, 9, 0.5, 512);
bloomPass.renderToScreen = true;
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
};
composer = new THREE.EffectComposer( renderer );
composer.setSize( window.innerWidth, window.innerHeight );
composer.addPass( renderScene );
composer.addPass( bloomPass );
var hdrUrls = genCubeUrls( './textures/cube/pisaHDR/', '.hdr' );
new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) {
new THREE.GLTFLoader().load( 'models/gltf/PrimaryIonDrive.glb', function ( gltf ) {
var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
pmremGenerator.update( renderer );
var model = gltf.scene;
var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
pmremCubeUVPacker.update( renderer );
scene.add( model );
hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
// Mesh contains self-intersecting semi-transparent faces, which display
// z-fighting unless depthWrite is disabled.
var core = model.getObjectByName( 'geo1_HoloFillDark_0' );
core.material.depthWrite = false;
} );
mixer = new THREE.AnimationMixer( model );
var clip = gltf.animations[ 0 ];
mixer.clipAction( clip.optimize() ).play();
// Lights
animate();
scene.add( new THREE.AmbientLight( 0xffffff, 0.1 ) );
} );
var spotLight = new THREE.SpotLight( 0xffffff, 1 );
spotLight.position.set( 50, 100, 50 );
spotLight.angle = Math.PI / 7;
spotLight.penumbra = 0.8;
spotLight.castShadow = true;
scene.add( spotLight );
var gui = new dat.GUI();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
gui.add( params, 'exposure', 0.1, 2 );
renderScene = new THREE.RenderPass( scene, camera );
gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
bloomPass.threshold = Number( value );
bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); //1.0, 9, 0.5, 512);
bloomPass.renderToScreen = true;
} );
composer = new THREE.EffectComposer( renderer );
composer.setSize( window.innerWidth, window.innerHeight );
composer.addPass( renderScene );
composer.addPass( effectFXAA );
composer.addPass( bloomPass );
gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
renderer.gammaInput = true;
renderer.gammaOutput = true;
bloomPass.strength = Number( value );
stats = new Stats();
container.appendChild( stats.dom );
} );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minDistance = 50;
controls.maxDistance = 200;
gui.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
window.addEventListener( 'resize', onWindowResize, false );
bloomPass.radius = Number( value );
var gui = new dat.GUI();
} );
gui.add( params, 'exposure', 0.1, 2 );
gui.open();
gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
bloomPass.threshold = Number( value );
} );
gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
bloomPass.strength = Number( value );
} );
gui.add( params, 'bloomRadius', 0.0, 1.0 ).onChange( function ( value ) {
bloomPass.radius = Number( value );
} );
gui.open();
}
function onWindowResize() {
window.onresize = function () {
var width = window.innerWidth;
var height = window.innerHeight;
......@@ -227,61 +174,32 @@
renderer.setSize( width, height );
composer.setSize( width, height );
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
}
};
//
function animate() {
requestAnimationFrame( animate );
stats.begin();
render();
stats.end();
const delta = clock.getDelta();
}
mixer.update( delta );
controls.update( delta );
function render() {
pointLight.position.copy( camera.position );
if ( standardMaterial !== undefined ) {
standardMaterial.roughness = 1.0;
standardMaterial.bumpScale = 0.25;
var newEnvMap = standardMaterial.envMap;
if ( hdrCubeRenderTarget ) newEnvMap = hdrCubeRenderTarget.texture;
if ( newEnvMap !== standardMaterial.envMap ) {
standardMaterial.envMap = newEnvMap;
standardMaterial.envMapIntensity = 1;
standardMaterial.needsUpdate = true;
}
}
stats.update();
renderer.toneMappingExposure = Math.pow( params.exposure, 4.0 );
var timer = Date.now() * 0.00025;
camera.lookAt( scene.position );
for ( var i = 0, l = objects.length; i < l; i ++ ) {
var object = objects[ i ];
object.rotation.y += 0.005;
}
composer.render();
}
</script>
</body>
</html>
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